Pathfinder 2E [RG] JM's "Doomsday Dawn" Rogues' Gallery


41st lv DM


Name: Elkhorn
A/B/C: Dwarf (male) Pathfinder Hopeful Fighter
Align: LG, Deity: the Dwarven pantheon
Languages: Dwarf, Common
Perception: +4 (E) Dark vision
AC: 17 TAC: 16 chain shirt + heavy steel shield
HP: 23/23, Resonance: -1/-1
Speed: 20 ft, Dwarf trait: Unburdened 5' Hero Points: 1

STR 16 +3, DEX 14 +2, CON 16 +3
INT 10 +0, WIS 14 +2, CHA 8 -2

FORT +5 (E), REF +4 (E), WILL +3 (T) Ancients Blood: +2 vs magic related saves

{combat section}
Long Sword: +5 d8+3 slashing versatile-piercing
Clan Dagger: +5 d4+3 piercing agile, dwarf, parry, versatile-bludgeoning
Shield: If I ever use it as weapon I'll do the math.
Hand Crossbow: +4 d6 piercing Range: 60' Reload 1 Ammo: 10

Skills: *=signature
Athletics* +3 (+2 with shield (T)
Crafting* +1 (T)
Lore (Pathfinder)* +1 (T)
Lore (Geography)* +1 (T)
Survival +3 (T)

Armor: Chain shirt, heavy steel shield
Weapons: Long sword, Clan dagger, hand crossbow

Ancestry: Ancients Blood - +2 vs magic based saves, -2 Resonance pts.
Background: Additional Lore (warfare)
Class: Reactive Shield

Class Features
Opportunity Attacks

Backpack (-)
Belt pouch (-)
chalk x10 (-)
extra clothing - ordinary (-)
Compass (-)
Mug (-)
Oil - 3 pints (-)
Pitons x5 (-)
Bed roll (L)
Lantern, hooded (L)
Hammer (L)
Rations x3 (L L L)
Waterskin (L)
Rope, 50', hemp (1)
Chain shirt + heavy steel shield (3)
Long sword (1)
Clan dagger + hand crossbow + 10 bolts (L L L)

CP: 9

Elkhorn is dwarf warrior currently working for the PF society. As there always seems to be another fool sage or explorer heading off somewhere dark, dank, & dangerous he's never wanted for work....

When needed.
Last edited:

log in or register to remove this ad


Name: Coralin Pagebinder
A/B/C: Male Elven/Budding Osirenologist/Bard
AC: 14; with Mage Armor: 15; with Shield Spell raised: 16 TAC: 14; with Shield spell raised: 15
HP: 14/14, Resonance: 5/5, Hero Points: 1
Speed: 30 feet, Perception: +2 (T)
Align: Chaotic Good, Deity: someone
Languages: Common, Elven, Sylvan

STR 10 +0, DEX 16 +3, CON 10 +0
INT 14 +2, WIS 10 +0, CHA 18 +4

FORT +1 (T), REF +4 (T), WILL +2 (E)

Skills: Ancient Osirion Lore + 3(T), Bardic Lore +3 (T), *Occultism +3(T), *Performance +5(T), *Society +5(T), *Diplomacy +5(T), Stealth +4 (T), Acrobatics +4(T), Athletics +1(T),
Armor: Light (T) and Shields (T)
Weapons: (T) Alls Simple plus Longsword, Rapier, Sap, Shortsword, Short Bow and Whip

Ancestral Longevity
Bardic Lore
Terrain Stalker (rubble)

Class Features
Spell Repetoire
Muse (Lore Theme)

Inspire Courage (Composition)
Detect Magic
Telekinetic Projectile
Shield (+1 AC)

1st (2 slots):
True Strike
Mage Armor

Composition Power (4 Spell points):
Counter Performance

Rapier: +4/1d8+1
Whip: +4/1d4+1
Telekinetic Projectile: +4/1d10

Equipment (Bulk 5 L2)
Money: 28.9 sp
Rapier 15sp/1
Whip 1sp/1
Backpack 1sp/-
Belt Pouch 4cp/-
5 Caltrops 15sp/L + 5
Candle (10) 1cp/-
Chalk (10) 1cp/-
Climbing Kit 5sp/1
Fine Clothing 20sp/-
Compass 10sp/-
Flint and Steel 5cp/-
Grappling Hook 1sp/L
Hammer 1sp/L
Hooded Lantern 7sp/L
Handheld Musical Instrument (Harmonica) 8sp/1?
5 Pints of Oil 5cp/-
Piton 1cp/-
5 rations 2.5sp/L
Hemp Rope 1sp/1
Pup Tent 8sp/L
Torch (10) 1cp/L
Waterskin 5cp/L
Writing Set 15p/L

Coralin always had a fascination with the past, and all things associated with it. There are some who say Coralin has a fascination with all things that can be learned, and they wouldn't be wrong. He spent much of his long, elven youth digging through libraries, eking out secrets that his elders wished he'd left alone. He found many things, including an awakening of his mind, but what he really wanted to do was study old Osirenology.

Now having just hit his hundredth year, he sets off to find adventure, and learn what he can. When he gets the letter from his acquaintance, he is more than happy to hear what she has to say.
Last edited:


First Post

Triessa Elrich
Half Elf Wizard 1

Str 10
Dex 16
Con 12
Int 18
Wis 12
Cha 10

HP: 15
AC: 13 (14 w/mage armor or Shield, 15 w/both)
TAC: 13
Init: +4
Fort: +2
Ref: +4
Will: +3
Move: 30'
Perception +3

Human Ancestry Traits
+2 Dex, +2 Int
- Half Elf (+5 Speed, Low Light Vision)

Background: Esoteric Scion
+2 Int, +2 Dex
Quick Identification
+ Esoteric Lore

Wizard Features
Trained in Club, Dagger, Hvy Crossbow, Lgt Crossbow, Staff
Trained in Arcane Spell rolls, attack rolls, and DCs
Arcane Spellcasting
Arcane Focus
- Cantrips: Light, Ghost Sound, Message, Mage Hand, Prestidigitation, Shield, Detect Magic, Ray of Frost, Produce Flame, Read Aura
- 1st lvl: Charm, Mage Armor, Magic Missile, Feather Fall, Fear, Illusory Object, Command, Grease
Arcane School: Universalist
- Hand of the Apprentice
Spell Points: 4

Arcana (sig) +5
Acrobatics +4
Society +5
Stealth +4
Esoteric Lore +5
Elven Lore +5

Languages: Common, Elven, Draconic

Spellcasting CL 1, Spell Atk: +5, DC 15
0 - Light, Shield, Detect Magic, Ray of Frost
1 - Mage Armor, Magic Missile

Money: 100sp

Dagger, +4 atk, 1d4 P, Bulk L, Agile; Throw 10; Versatile S, 2sp
Crossbow, +4, 1d8 P, 120', Bulk 1, Reload 1, 30sp
- 10 bolts, Bulk L, 1sp


Backpack (holds 4 Bulk), Bulk - (L if carried), 1sp
Belt Pouch (holds 4 Light Bulk), Bulk -, 4cp
Bedroll, Bulk L, 1cp
Book (Journal), Bulk L, 1sp
Climbing Kit, Bulk 1, 5sp
Clothing (Ordinary), 1sp
Clothing (Fine), 20sp
Material Component Pouch, Bulk L, 5sp
Scroll case, 1sp
Waterskin, Bulk L, 5cp
Writing Kit, Bulk L, 15sp
Last edited:



Name: Alan Oake
A/B/C: Human/Pathfinder Hopeful/Paladin 1 (male) (for now)
Align: LG, Deity: Shelyn
Languages: Common, Sylvan
Perception: +2 (T)
AC: 15 TAC: 12
HP: 19/19, Resonance: 4/4
Speed: 20 ft, Hero Points: 1

STR 18 +4, DEX 10 +0, CON 12 +1
INT 10 +0, WIS 12 +1, CHA 16 +3

FORT +3 (E), REF +1 (T), WILL +3 (E)

{combat section - no need for a heading}

Athletics +2 (T)
Diplomacy +4 (T)
Intimidation +4 (T)
Medicine +2 (T)\
Pathfinder Society Lore +1 (T)
Performance +4 (T)
Religion +2 (T)

Armor: Chainmail (+5 AC, +2 TAC, +3 Dec cap, -3 Check, -5 Spd)
Weapons: Greatsword (+5/0/-5, 1d12+4 P, S

Class: Deity's Domain (Family,) Hospice Knight
Ancestry: Natural Ambition (swap for class feat)

Class Features
Champion Powers (Lay on Hands, Soothing Words)
Code of Conduct: Must follow the code of the paladin
Deific Weapon: gains access to deity's favored weaon if uncommon; dice type increases by one die if favored weapon is simple.
Retributive Strike: Make Strike at -2 before foe rolls damage for hitting ally in reach; if Alan hits, inflict enfeebled 1 (or enfeebled 2) for remainder of foe's turn or until they attack Alan. If the strike downs the foe, the ally takes no damage.

None yet

Equipment (Bulk 5; enc 9, overburdened 14)
Climbing Kit
Healer's Tools

4 sp

Alan, at first glance, seems the spitting image of the archtypical Small Town Boy Goes Adventuring; his chainmail, while still effective, is a little rusty, and his greatsword has seen better days with a belt substituting as the leather grip (though it still hits hard.)

Alan, if asked, will tell the tale of how he came to paladinhood; once upon a time, he was a jerk, who wound up drafted into his town's militia as reprisal for his biggest display of jackassery where he started a fight with an entire bar. At some point, he changed, due in part to what he describes as a religious experience; "I caught a glimpse of the person I was due to become," is how he describes it, and while he will volunteer more if asked, he seems unwilling to open up too much about it just yet.

His fondest wish is to join the legendary Pathfinder Society, since he's found himself keenly interested in other cultures and their art and history since his experience. He also seems to be searching for a very particular kind of magical artifact or potion...



Apologies - Christmas and final exams kicked my butt. But I have a rogue for everyone's perusal!

For a background, I'm thinking "former palace entertainer/handmaiden/courtesan" and a shift in favor (her more noble girlfriend winding up in an arranged marriage) meant it was time for her to hit the road.


Name: Janivel
A/B/C: Half-Elf/Entertainer/Rogue 4 (female)
Alignment: NG, Deity: None
Languages: Common, Elven
Perception: +7 (E)
AC: 19, TAC: 18
HP: 44/44, Resonance: 3
Speed: 25 ft, Hero Points: 1

STR 10 (+0,) DEX 18 (+4,) CON 12 (+1)
INT 10 (+0,) WIS 14 (+2,) CHA 14 (+2)

FORT +5 (T,) REF +9 (E,) WILL +7 (E)

Acrobatics +8 (T)
Athletics +4 (T)
Deception +6 (T)
Diplomacy +7 (E)
Entertainment Lore +4 (T)
Intimidation +6 (T)
Medicine +6 (T)
Performance +6 (T)
Society +4 (T)
Stealth +9 (E)
Thievery +9 (E)

Armor: Leather (+5 AC, +4 TAC)
Weapons: Dagger (+8/4/0, 1d4+4 P/S (agile, finesse, thrown 10 ft, Versatile S)
- Light Mace (+8/4/0, 1d4+4 B, finesse, shove)
- Shortbow (+8, 1d6 P, deadly d10)

Class Features
  • Battle Assessment (Class Feat)
  • Cat Fall (Skill Feat)
  • Deny Advantage (Class Feature)
  • Fascinating Performance (Background Feature)
  • Finesse Striker (Rogue's Technique)
  • Incredible Initiative (General Feat)
  • Low-Light Vision (Racial Feature)
  • Otherworldly Magic (Mage Hand) (Ancestry Feat)
  • Pickpocket (Skill Feat)
  • Quick Draw (Class Feat)
  • Sneak Attack (1d6) (Class Feature)
  • Sign Language (Skill Feat)
  • Subtle Theft (Skill Feat)
  • Surprise Attack (Class Feature)
  • Trap Finder (Class Feat)

  • Caltrops
  • Climbing Kit
  • Grappling Hook
  • Rations (x7)
  • Thieves' Tools
  • Waterskin
  • Antidote (Standard)

Magic Items
  • Hat of Disguise (Standard)
  • Healing Potion, minor (1d8)
  • Monkey Pin
  • Returning clasp

2,916 sp

Many nobles enjoy the company of the "exotic-but-not-TOO-exotic-if-you-know-what-I-mean" half-elves, and half-elves - often with little in the way of familial support structures - are often eager to take such jobs. So Janivel served dutifully as the handmaiden and occasional courtesan of one of the city's middle-to-upper crust nobles. She hadn't forgotten the lessons of the street, and learned the lessons of courtly intrigue just as quickly, ensuring that incriminating evidence against rivals was lifted on more than one occasion.

Favor turns with the wind, and as soon as the noblewoman wound up in an arranged marriage, Janivel found herself out of a job, and was told to make herself scarce before those behind the arrangement decided to erase a potential scandal. They needn't have worried, because Janivel still carries a torch for the woman she served, and - feeling that the marriage is not a happy one - dreams of helping to get her out of it. For now, though, she's making an honest living as a dancer, and a less honest living as a footpad for hire. In particular, she's an expert at moving unnoticed, and making sure that pockets are significantly lighter after her passing than before.

EDIT: updated with cleaner format. If you need a link to my Herolab sheet, just ask!

Also, I might make up a bard version of her too - she could go either way.
Last edited:

One of the annoying thing about "checking" a PF2 character is needing to know all the training levels for skills, saves, etc. I think the easiest thing to do is to follow the skill bonus with UTEML. "Acrobatics +8 T, Thievery +9 E" It is also almost necessary to do a level by level explanation of choices made: which skill training was taken at 2nd level, what ability updated, etc.

Nimble is called Nimble Dodge. Did you read the errata? There is now a choice of three "techniques" inside the rogue: finesse striker, brute attack, or scoundrel's feint. One of them should be in your "Other Abilities".


First Post
A/B/C: Half-orc/Nomad/Druid 4
Percep +8; Senses low-light vision
HP 48 Hero Points 1 Res 4
TAC 18; AC 17
Fort +6 ; Ref +5 ; Will +9
Wild Morph Claws (T), +7, 2d6+3, 'agile, finesse,' magic +1
Scimitar (T), +6, 1d6+2 S, 'forceful, sweep'
3x Javelin, +5, 1d6+2 P, 30' rng, thrown
Sling, +5, 1d6+1 B, 50' rng, propulsive
- 10 bullets
Speed 25 ft.
Str 14 (+2); Dex 12 (+1); Con 14 (+2); Int 10 (+0); Wis 18 (+4); Cha 10 (+0)
(T) Nature +8
(T) Perception +8
(T) Intimidation +4
(E) Deception +5
(T) Athletics +6
(T) Survival +8
(T) Lore: Forest +4
Heritage: Orc trait, Low Light Vision
Ancestry 1: Orc Ferocity
Background: Assurance (Survival)
Order: Wild Shape (2 uses, pest form, animal form)
Druid 2: Call of Wild
Skill 2: Close Match (Human)
General 3: Ancestral Paragon - Haughty Obstinancy
Druid 4: Thousand Faces
Skill 4: Survey Wildlife
Languages Common, Orcish, Druidic
Other Abilities
Wild Empathy (can use Diplomacy on animals)
Druid Order (Wild) - Spell Points: 7
- Wild Morph (1 SP) - Grow claws or other abilities
- Thousand Faces (1SP) - humanoid form change
- Call of the Wild (1SP) - Summon Nature's Ally (heightened to best spell level)
Other Gear
Magic (Bulk n L m)
3rd lvl Staff of Healing
2nd lvl Hand of the Mage
2nd lvl Sturdy Shield (expert light wooden)
1st lvl Minor Healing Potion

Spells Prepared
Cantrip - Produce Flame, Stabilize, Tanglefoot
1 - Magic Fang, Gust of Wind, Feather Fall
2 - Acid Arrow, Restoration, Glitterdust

244 SP 9CP

Scimitar (T), +6, 1d6+2 S, Bulk 1, 'forceful, sweep', 11sp
3x Javelin, +5, 1d6+2 P, Bulk L, 30' rng, thrown, 3sp
Sling, +5, 1d6+1 B, Bulk L, 50' rng, propulsive, 0sp
- 10 bullets, 1cp

Leather Armor (T), +5 AC +4 TAC, Bulk 1, 15sp
Expert Light Wood Shield (T), +2 AC +2 TAC, Hardness 6, Check 0, Bulk L

Backpack, 1sp
Bedroll, 1cp, Bulk L
Pouch, 4cp,
Ordinary Clothes, 1sp
Material Component Pouch, 5sp
50' Silk rope, 10sp, Bulk L
Pup Tent, 8sp, Bulk L
Waterskin, 5cp, Bulk L

[sblock=Notes - Reference material so I don't have to constantly look stuff up when posting]
Animal Form (1 minute)
AC 22 (TAC 20), ignore armor’s check penalty and reduced Speed
One or more unarmed melee attacks, which are the only types of attacks you can use. You’re trained with them.
Your attack modifier is +10 and your damage bonus is +5. These are Strength based.
• 10 temporary Hit Points while you have the form.
• Low-light vision.
• Athletics bonus of +11 unless your own is higher.
Your battle form prevents casting spells, speaking, or using most actions with the manipulate trait that require hands.
(The GM decides if there’s doubt.) You can dismiss the spell with a concentrate action.
• Ape Speed 25 feet, climb Speed 20 feet; scent; fist, Damage 2d6
• Bear Speed 25 feet; scent; jaws, Damage 2d8 piercing; claw
(agile), Damage 1d8 slashing.
• Bull Speed 30 feet; scent; horn, Damage 2d8 piercing.
• Canine Speed 40 feet; scent; jaws, Damage 2d8 piercing.
• Cat Speed 40 feet; scent; jaws, Damage 2d6 piercing; claw
(agile), Damage 1d10 slashing.
• Deer Speed 45 feet; scent; antler, Damage 2d6 piercing.
• Frog Speed 25 feet, swim, Speed 25 feet; scent; jaws, Damage 2d6
bludgeoning; tongue (reach 15 feet), Damage 2d4 bludgeoning.
• Shark swim Speed 35 feet; scent; jaws, Damage 2d8 piercing.
• Snake Speed 20 feet, climb Speed 20 feet, swim Speed 20 feet;
scent; fangs, Damage 2d4 piercing plus 1d6 poison.

Humanoid Form (10 minutes)
You transform your appearance to look like a Small or Medium
humanoid, such as a drow, dwarf, elf, goblin, halfling, human, orc,
or lizardfolk. You count as a humanoid in addition to your normal
traits while in this form, as well as gaining any trait related to the
creature’s kind (such as goblin or human). If this transformation
reduces your size, it reduces your reach accordingly (using the
effects of the shrink spell). This transformation doesn’t change
your statistics in any way. You can still wear and use your gear,
and it changes size to match your new form if necessary. The
item’s size change ends immediately if the item leaves your person
You don’t gain the special abilities of the humanoid form you
assume. This spell grants you a +4 conditional bonus to Deception
checks to pass as a generic member of the chosen ancestry, but
you can’t make yourself to look like a specific person. If you want
to Impersonate an individual, you still need to create a disguise,
though the GM won’t factor in the difference in ancestry when
choosing the DC of your Deception check.

Pest form (10 minutes)
You transform into a Tiny nonthreatening animal, such as a cat,
rat, insect, or lizard. You count as an animal in addition to your
normal traits while in this form. You can choose the specific type
of animal you turn into (such as a rat or praying mantis). This
has no effect on your battle form’s size or statistics. Your gear
is absorbed into your form; the constant abilities of your gear
still function, but you can’t activate any item abilities. When you
transform, you gain the following abilities:
• AC 13 (TAC 13) and ignore your armor’s check penalty and
Speed reduction.
• One or more natural melee attacks, which are the only
types of attacks you can use. You’re trained with them.
When attacking with them, your attack modifier is +6
and your attacks deal 1 piercing damage (or another type
depending on your form, as the GM sees fit). These are
Dexterity-based attacks (for the purposes of the sluggish
condition, for example).
• Weakness 5 to all physical damage. (If you take physical
damage while in this form, you take 5 additional damage.)
• Speed 10 feet.
• Low-light vision, scent.
• Acrobatics +10 and Stealth +10 (unless your own total
modifiers are higher); Athletics –4.
The special statistics of your pest form can be adjusted only
by penalties, circumstance bonuses, and conditional bonuses.
Your pest form prevents you from casting spells, speaking, or
spending most actions with the manipulate trait that require
your hands (the GM determines which manipulate actions you
can spend if there’s doubt). You can dismiss this spell by using an
action (this action has the concentrate trait).

Wild Morph (1 minute)
You morph your body based on your wild order training, choosing one
of the following effects based on your wild order feats.
• If you have Wild Shape, you can morph your hands into wild
claws. Your hands transform into incredibly sharp claws.
These claws are an unarmed attack you’re trained in, dealing
1d6 slashing damage (agile, finesse). You can still hold and use
items with your hands while they’re transformed by this spell,
but you cannot hold an item while attacking. If you have Insect
Shape, you can instead transform your mouth into wild jaws, an
unarmed attack with the same damage and traits.
• If you have Elemental Shape, you can morph your body to be
partially composed of elemental matter, granting you resistance
5 to critical hits and precision damage.
• If you have Plant Shape, you can morph your arms into long
vines, increasing your reach to 10 feet (or 15 feet with a reach
• If you have Soaring Shape, you can grow wings from your back.
These wings allow you to fly with a fly Speed of 30 feet.
• Heightened (2nd) Your wild claws or wild jaws radiate primal energy.
They work like a +1 magic weapon, granting a +1 item bonus to attack
rolls and dealing another die of damage on a hit.

Summon Nature’s Ally
1st: Level 0: Bloodseeker, bobcat, dog, dire rat, fire beetle, pig,
pony, viper
2nd: Level 1: Constrictor snake, electric eel, goblin dog, horse,
hunting spider, hyena, leopard, mephit elemental, wolf[/sblock]
Last edited:

Updated with Equipment, need to write background.

Jayesh Sangeer
Human (Vudrani) Nomad Monk 4
Align: LN, Deity:
Languages: Common, Vudrani
Perception: +5 (T)
AC: 20 TAC: 20
HP: 60/60, Resonance: 2/4
Speed: 35 ft, Hero Points: 1

STR 12 +1, DEX 18 +4, CON 14 +2
INT 10 +0, WIS 14 +2, CHA 10 +0

FORT +7 (E), REF +9 (E), WILL +7 (E)

Melee Strike Tiger claw +9 1d8+1 S Brawling Agile, finesse, nonlethal, unarmed
Melee Strike Fist +9 1d6+1 B Agile, finesse, nonlethal, unarmed
Range Strike Dart +8 1d4+1 P Agile, Thrown

Acrobatics +9 (E)
Arcana +0 (U)
Athletics +9 (E)
Crafting +0 (U)
Deception +0 (U)
Diplomacy +0 (U)
Intimidation +0 (U)
Lore: Mountains +4 (T)
Medicine +1 (U)
Nature +1 (U)
Occultism +1 (U)
Performance +1 (U)
Religion +5 (T)
Society +0 (U)
Stealth +8 (T)
Survival +5 (T)
Thievery +4 (U)

Untrained in all armor

Trained in all unarmed attacks, monk weapons and simple weapons

Skilled Heritage
Natural Ambition (Ancestry - 1)
Assurance (Survival) (Background - 1)
Tiger Stance (Monk - 1)
Ki Strike (Monk - 1)
Stunning Fist (Monk - 1)
Cat Fall (Skill - 1)
Toughness (General - 1)
Deflect Arrow (Monk - 4)
Steady Balance (Skill - 1)

Class Features
Flurry of Blows
Graceful Expertise
Powerful Fist
Incredible Movement
Magic Strikes

Equipment (Bulk 1 L 2)
(2nd lvl) Bracers of Armor (1st) L
(2nd lvl) Handwraps Of Mighty Fists (Expert) -

Dart 10 -

Belt Pouch: (Bulk L 4)
Elixir of Life, Minor x 3 L
(3rd lvl) Lesser healing potion L

Belt Pouch: (Bulk L 1)
Caltrops L

Backpack: (Bulk 2, L 6)
Bedroll L
Waterskin L
Tent , Pup L
Rations (4 days) L
Rope 50' Silk L
Fishing Tackle 1
Sunrod x3 L
(1st lvl) Minor Healing Potion L
Darkvision Elixir x 3 L
Flint and Steel

18 gp
16 sp
6 cp


Last edited:


Antony Doss, the Lightning Rider
Male Versatile Human Scholar Sorcerer 4
AC: 16 TAC: 16
HP: 32, Resonance: 8, Hero Points: 1
Speed: 25 ft, Perception: +6 (E)
Align: LN, Deity: Erastil
Languages: Common, Elven, Gnome

STR 10 +0, DEX 12 +1, CON 10 +0
INT 16 +3, WIS 12 +1, CHA 18 +4

FORT +4 (T), REF +5 (T), WILL +6 (E)

Melee Strike Lesser Staff of Fire +5 1d4 B, Two-hand 1d8
Melee Strike Dagger +5 1d4 P, Agile, Finesse, Thrown 10 ft., Versatile S

Skills: Academia Lore +7 (T), Acrobatics +5 (T), Athetics +4 (T), Arcana +7 (T), Crafting +7 (T), Intimidation +8 (T), Medicine +5 (T), Nature +6 (E), Society +7 (T), Survival +5 (T)
Ride (Heritage-1)
Natural Ambition (Reach Spell) (Ancestry-1)
Assurance (Nature) (Background-1)
Cavalier Dedication (Order of the Dragon) (Sorcerer-2)
Cat Fall (Skill-2)
Alertness (General-3)
Arcane Evolution (Sorcerer-4)
Intimidating Glare (Skill-4)

Class Features
Trained in All Simple Weapons
Imperious Bloodline (4 Spell Points, Ancestral Surge)
Arcane Spellcasting (w/ Detect Magic, Fear, Invisibility added to Spell Repetoire)
Spell Repetoire
Spontaneous Heightening

Spells (+8, DC 18)
Cantrips: Detect Magic, Electric Arc, Light, Prestidigitation, Read Magic, Shield
3 1st-Level: Fear, Magic Missile, Shocking Grasp, Summon Monster
3 2nd-Level: Endure Elements, False Life, Invisibility, Pest Form

Equipment (Bulk 2 L 0)
Lesser Staff of Fire, 1st Bracers of Armour, Hand of the Mage, Scroll of Mending, Scroll of Command, Scroll of Phantom Steed, Scroll of Create Water, Scroll of Create Food, Dagger, Material Component Pouch, Backpack, Belt Pouch, Ordinary Clothing, Compass, Flint & Steel, Satchel, Scroll Case, Waterskin

Saddlebags (Bulk 4 L 1)
Bedroll, Basic Crafter's Book, Ordinary Clothing, Cookware, Hooded Lantern, 3 Pints of Oil, 7 Days Rations, 50 ft Hemp Rope

Money 31 sp 7 cp

Bolt the Colt
Male Horse Young Animal Companion
AC: 17 TAC: 16
HP: 36
Speed: 40 ft, Perception: +6 (E), Scent

STR +3, DEX +2, CON +1
INT -4, WIS +1, CHA -1

FORT +5 (T), REF +5 (T), WILL +5 (T)

Melee Strike Hoof +7 1d6+3 B, Agile
Work Together: Charge

Skills: Survival +5 (T)
Last edited:

An Advertisement